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Page 1
Report4 pages

Game Developer Index: Sweden 2020

The Swedish game development industry demonstrates robust economic expansion and sustained profitability, functioning as a highly globalized export sector. By analyzing annual accounts from Swedish-registered companies, the industry reports a significant revenue increase to EUR 2.29 billion in 2019, representing a 23 percent growth over the previous year. This marks the eleventh consecutive year of total sector profitability, supported by a 15 percent increase in the number of active companies, which reached 442 by the end of 2019.

Employment trends reflect this upward trajectory, with the workforce growing by 8 percent to a total of 8,578 full-time positions. Of these, 5,599 employees are based within Sweden. While the industry continues to scale, gender diversity remains a focal point, with women comprising 22 percent of the total workforce. The sector’s economic impact extends to significant tax contributions, as the 15 largest companies alone provided EUR 550 million in corporate profit taxes and over EUR 100 million in additional social security fees.

Investment activity highlights the industry's maturity and attractiveness to capital. During 2019, the market saw 39 transactions involving investments and acquisitions totaling over EUR 400 million, with Swedish firms acting as the primary buyer in the majority of cases. This momentum accelerated into 2020, with 21 transactions recorded between January and October valued at EUR 1 billion. Despite these successes, the industry identifies ongoing challenges, particularly regarding the access to specialized talent and the navigation of complex digital market regulations. Future growth is expected to rely on regional clusters, incubators, and a continued commitment to increasing workforce diversity to maintain global competitiveness.

  • The Swedish game industry generated EUR 2.29 billion in revenue in 2019, marking a 23 percent year-over-year increase and the eleventh consecutive year of sector-wide profitability.
  • Investment activity surged significantly, with 39 transactions totaling over EUR 400 million in 2019, followed by 21 transactions valued at EUR 1 billion between January and October 2020.
  • The industry workforce grew to 8,578 full-time positions by the end of 2019, with 5,599 of those employees based in Sweden and women representing 22 percent of the total headcount.
  • The sector’s 15 largest companies contributed EUR 550 million in corporate profit taxes and over EUR 100 million in social security fees during 2019.
  • The number of active game development companies in Sweden reached 442 by the end of 2019, representing a 15 percent increase from the previous year.
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DataspelsbranschenJan 2020
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Report58 pages

Gaming Industry Report: Serbia 2020

The 2020 assessment of Serbia’s video‑game sector presents a rapidly expanding ecosystem that has moved beyond a modest, paper‑based association to become a central hub for nearly one hundred companies. In a single year the industry surpassed €100 million in revenue, a 20 percent increase over the previous period, while supporting 120 development teams and roughly 2 100 employees, about one‑third of whom are women. The market delivered 41 new mobile titles, with most studios concentrated in Belgrade and financing split between angel investors and state‑funded programmes, which together account for 45 percent of capital. A clear majority of firms intend to grow their staff in 2021, despite citing regulatory red‑tape, limited legal incentives and insufficient console support as persistent obstacles.

The sector is dominated by small‑to‑mid‑size studios, typically employing five to twenty‑five people, that provide full‑cycle development, consulting and backend‑as‑a‑service solutions. Companies such as Elbet and Tummy Games have already achieved notable market traction, with Elbet’s products operating on more than 130 operators across 30 countries. The pandemic forced a swift transition to remote work, exposing resource constraints and talent‑recruitment challenges, yet overall productivity remained stable and the community’s outlook stayed positive.

Industry networking was sustained through a dedicated Discord community of over a thousand members and forty channels, while the Serbian Games Association launched talent‑development initiatives including a “Shift 2 Games” job‑role series and a mentorship pilot for fifteen participants. Parallel to these efforts, game‑related education expanded dramatically: the Master 4.0 Hub in Gaming at the University of Kragujevac and a new master’s programme at the University of Arts in Belgrade will together serve more than 1 500 students, supported by over thirty professors and a dozen new degree and certificate programmes across ten institutions. Backed by partners such as Epic Games, Crater Training Center and Nordeus, this coordinated educational push is poised to supply a robust pipeline of world‑class talent for Serbia’s indie and mid‑size studios.

  • Serbia’s video-game industry reached over €100 million in revenue in 2020, marking a 20 percent year-over-year growth across 120 development teams.
  • The sector employs approximately 2,100 people, with women accounting for one-third of the workforce and a majority of firms planning to increase staff in 2021.
  • Educational infrastructure expanded significantly with new programs at the University of Kragujevac and the University of Arts in Belgrade, supported by partners like Epic Games and Nordeus to serve over 1,500 students.
  • The ecosystem is composed of nearly 100 companies, primarily small-to-mid-size studios of 5 to 25 employees, with 45 percent of capital sourced from angel investors and state-funded programs.
  • Market output in 2020 included 41 new mobile titles, with companies like Elbet achieving international scale by operating on more than 130 platforms across 30 countries.
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SGAJan 2020
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Report11 pages

Catálogo de Servicios – Desarrolladores: España

The catalogue presents AEVI’s strategy to strengthen Spain’s video‑game development sector through a suite of collaborative services and targeted initiatives. Central to the effort is the celebration of the second anniversary of the association’s development area, which underscores a commitment to expand support for local studios, from established references to emerging independents.

Since the start of 2020, six new development studios have joined AEVI, bringing the total roster to more than thirty members, including Artax Games, Binary Box Studios, Blackmouth Games and others. Financial assistance is offered through a €10,000 grant programme, while an affordable annual membership fee of €150 eases entry for smaller firms. AEVI also operates a mentor network, a job‑matching platform, and a €10,000 aid scheme, and has conducted outreach across 15,000 km, meeting over 300 developers in cities such as Madrid, Barcelona, Bilbao and Seville.

Key partnerships extend legal, technological and commercial expertise to members. Bird & Bird provides free initial legal consultations on intellectual‑property, labour and tax matters; Tutelio supplies blockchain‑based IP protection services; B2Boost grants access to weekly market‑intelligence reports covering PSN, Xbox Live, Steam and Nintendo e‑shop sales; Sorastream enables cost‑free integration of games into its cloud‑gaming platform with revenue‑share terms for AEVI affiliates. Additional collaborations with Enumbers, Screenglitch, Make Good Art Agency and Gamingates deliver accounting tools, marketing support, digital‑strategy advice and visibility in professional networks.

Collectively, these measures aim to create a sustainable ecosystem for Spanish developers, fostering talent, facilitating market entry and enhancing the international profile of locally produced games.

  • AEVI has expanded its development division to over 30 member studios since 2020, including firms like Artax Games, Binary Box Studios, and Blackmouth Games.
  • The association provides direct financial support through a €10,000 grant programme and maintains a low barrier to entry for small firms with an annual membership fee of €150.
  • Members receive specialized professional services, including free initial legal consultations from Bird & Bird and blockchain-based IP protection via Tutelio.
  • Market intelligence is provided through B2Boost, which supplies weekly sales data from major platforms including PSN, Xbox Live, Steam, and the Nintendo e-shop.
  • AEVI facilitates commercial growth and distribution through cloud-gaming integration via Sorastream and marketing support from partners like Make Good Art Agency and Gamingates.
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AEVIJan 2020
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Report43 pages

Games Industry 2019/20

Germany stands as Europe’s largest video‑game market and the world’s fifth‑largest, a position reinforced by a robust developer community, flagship events and a policy framework that actively subsidises production. Federal funding of €50 million per year, allocated as non‑repayable grants covering a quarter to half of project costs, is complemented by regional programmes and a business climate that benefits from a sizable domestic audience and a highly skilled workforce.

The market generated a record €4.4 billion in 2018, expanding 9 percent year‑on‑year, while the sector’s organisational base grew to roughly 524 game‑related firms that year. These include 368 development studios, 38 pure publishers and a further 118 hybrid entities, employing about 11 000 staff directly in development and nearly 28 000 when ancillary roles are counted. More than 50 higher‑education institutions now deliver dedicated curricula in game design, computer science, art and virtual reality, concentrating talent pipelines in Berlin and Hamburg.

Mid‑size studios such as Deep Silver, Kolibri Games and Mimimi have produced internationally recognised titles, and the annual gamescom exhibition in Cologne underscores the industry’s global reach. In 2023 the event attracted 31 300 trade professionals, delivered over 500 000 concurrent viewers for its Opening Night Live broadcast and amassed more than 100 million video hits, prompting the launch of a gamescom Asia edition in Singapore to capture growth in the Asia‑Pacific region.

A dense network of over 200 development and publishing firms and more than 150 specialist service providers—spanning localisation, cloud infrastructure, legal counsel, marketing and middleware—covers virtually every German city. This comprehensive, SME‑driven ecosystem, supported by mature ancillary services, positions Germany for sustained expansion and reinforces its role as a central hub for both domestic creation and international distribution of video‑games.

  • Germany is the largest video-game market in Europe and the fifth-largest globally, generating a record €4.4 billion in 2018 with a 9 percent year-on-year growth rate.
  • The German government supports the industry with €50 million in annual non-repayable grants, which cover 25 to 50 percent of project costs for developers.
  • The sector comprises approximately 524 game-related firms, including 368 development studios, employing 11,000 staff directly and nearly 28,000 when including ancillary roles.
  • The industry is supported by a robust talent pipeline from over 50 higher-education institutions, with development hubs concentrated primarily in Berlin and Hamburg.
  • The annual gamescom exhibition in Cologne is a major international industry driver, attracting 31,300 trade professionals and over 100 million video hits in 2023.
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game – Verband der deutschen Games-Branche e. V.Jan 2020
Page 1
Report16 pages

Rapport Annuel 2020 de l’ALD

Canada’s video‑game sector continued to function as a high‑growth engine in 2020, supporting roughly 48 000 full‑time‑equivalent positions, of which 27 700 are direct industry jobs, and generating about C$4.5 billion in GDP. The number of development studios expanded by 16 percent to approximately 700, and sales increased despite the disruptions of the COVID‑19 pandemic. A remote‑work guide and a targeted outreach campaign helped maintain employment levels, while an economic‑impact study of 185 respondents confirmed a favourable policy and investment climate for the industry.

Leadership within the sector is exemplified by senior figures such as Tania, a veteran with more than 15 years of experience and a champion of diversity through the EA Women’s Employee Resource Group, and Éric Martel, director of AI and machine‑learning at Eidos‑Montréal, who oversees research for flagship franchises. Their profiles underscore the growing technical sophistication and inclusive culture emerging across Canadian studios.

Strategic initiatives in 2020 focused on talent development and cultural recognition. Partnerships with the Conseil des technologies de l’information et des communications launched the Integrated Work‑Based Learning program to place students in industry roles, while the inaugural Canadian Game Awards moved to a digital format. Support for the Canadian Screen Awards introduced three new video‑game categories, signalling the medium’s expanding cultural relevance despite modest submission volumes. Financially, the association reported a solid position, reinforcing its capacity to sustain growth‑oriented programs and diversity‑focused pipelines throughout the Canadian gaming ecosystem.

  • Canada’s video game sector generated approximately C$4.5 billion in GDP and supported 48,000 full-time-equivalent positions in 2020.
  • The number of development studios in Canada grew by 16 percent in 2020, reaching a total of approximately 700 studios.
  • The industry maintained employment levels throughout the COVID-19 pandemic by implementing remote-work guides and targeted outreach campaigns.
  • Strategic talent development was bolstered by a partnership with the Conseil des technologies de l’information et des communications to launch an Integrated Work-Based Learning program for students.
  • The Canadian Screen Awards increased the cultural recognition of the sector by introducing three new video-game categories.
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ESAC – Entertainment Software Association of CanadaJan 2020
Page 1
Whitepaper2 pages

Good Conduct Guidelines for the Danish Games Industry

The Good Conduct Guidelines for the Danish Games Industry, published in November 2019, establish a standardized framework for fostering a safe, inclusive, and professional work environment across the Danish game development sector. The primary objective is to protect the personal integrity of industry professionals by promoting a culture of mutual respect, diversity, and accountability. These guidelines serve as a foundational reference for businesses to integrate into employee handbooks or internal policy discussions, ensuring that workplace practices align with both ethical standards and Danish labor legislation.

The guidelines mandate that all industry participants uphold principles of dignity and fairness, with a specific emphasis on eliminating systemic crunch, excessive overtime, and all forms of harassment or discrimination. The policy adopts a zero-tolerance stance toward abusive behavior, noting that harassment is defined by its impact rather than the intent of the perpetrator. Furthermore, the framework places a heightened responsibility on management to act as ethical role models, proactively prevent unsafe conditions, and ensure that employees can report grievances without fear of retaliation.

To support enforcement, the guidelines outline clear procedures for addressing workplace misconduct. Employees are encouraged to engage with internal representatives, such as HR or management, while also being reminded of their rights to seek external support through labor unions, occupational health providers, or the Danish Working Environment Authority. By formalizing these expectations, the industry aims to standardize professional conduct and ensure that all developers and staff operate within a healthy, sustainable, and welcoming environment.

  • The Good Conduct Guidelines, published in November 2019, establish a standardized framework for professional behavior and workplace safety across the Danish game development sector.
  • The policy mandates the elimination of systemic crunch and excessive overtime to ensure a sustainable working environment for all industry staff.
  • Harassment is defined by its objective impact on the victim rather than the intent of the perpetrator, and the industry maintains a zero-tolerance stance toward all forms of abusive behavior.
  • Management holds a heightened responsibility to act as ethical role models, proactively prevent unsafe conditions, and guarantee that employees can report grievances without fear of retaliation.
  • The guidelines align internal workplace practices with Danish labor legislation to promote a culture of mutual respect, diversity, and accountability.
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Danish Games IndustryNov 2019
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Report48 pages

Swedish Game Developer Index 2019

Published by the Swedish Games Industry Illustration, cover: Pontus Ullbors Text & analysis: Johanna Nylander The Swedish Games Industry is a collaboration between trade organizations ANGI and Spelplan-ASGD. ANGI represents publishers and distributors and Spelplan-ASGD represents Dataspelsbranschen Swedish Games Industry Magnus Ladulåsgatan 3, SE-116 35 Stockholm Contact: [email protected] KEY FIGURES 2018 2017 2016 2015 ...

  • The Swedish games industry experienced significant growth in 2018, with a 33% increase in value to EUR 1.87 billion, marking its tenth consecutive profitable year with total profits exceeding EUR 335 million.
  • The industry is expanding, with 41 new companies and over 600 new employees added in Sweden in 2018, an increase of 12% in new companies.
  • The corporate landscape has shifted, with seven companies now having revenues over EUR 100 million; Embracer Group, after acquiring Koch Media, is the largest Swedish games company, surpassing previous dominators Mojang and King.
  • Swedish game companies contribute significantly to the economy, with the 25 largest companies paying EUR 114 million in tax on profits and the 15 largest contributing over EUR 100 million in wage taxes.
  • Swedish game developers are expanding globally, with 31 Swedish-owned studios employing 2,604 people outside Sweden in 2018, and notable acquisitions and investments by Swedish companies in international firms.
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Swedish Games IndustryJan 2019
Page 1
Whitepaper22 pages

Game Industry Policy Recommendations for 2019‑2024: Finland

Three ways to bring Finland to the forefront of the digital shift............. 3 More than half of Finns and nearly a third of the global population 4 play games actively............................................................................... The Finnish game industry 5 is the success story of the 21st century.....

  • The Finnish game industry is a significant success story, with almost 3,000 employees and a growing number of companies employing over 50 people with turnovers exceeding 10 million euros by 2017.
  • Finland has a high rate of game players, with over half of Finns and nearly a third of the global population actively playing games. The average age of a Finnish player is 38 years old.
  • The shift to digital distribution revolutionized the game industry, allowing developers to retain 70% of profits, a significant increase from the previous 15-25%. Rovio's Angry Birds was an early beneficiary of this change.
  • Key policy recommendations include allocating 100 million euros to address the talent shortage, making Finland an attractive place for digital development, and advocating for Europe to drive global regulation of digital markets.
  • Finnish game development has a long history, starting with Chesmac in 1979, and saw its first boom with the advent of WAP in 1999, despite WAP not meeting expectations. Notable successes include Housemarque’s Supreme Snowboarding, Remedy’s Max Payne, and Sulake’s Habbo Hotel.
Neogames FinlandJan 2019
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Report45 pages

Slovak Game Industry 2019

It’s said to be a  small world, and the digital games world is smaller still. Yet nevertheless, without the right partner and guidance it’s easy to get disorientated. When we started the annual monitoring of Slovakia’s game development industry, we had a clearly defined vision and goal. And the results of the first Game Developer Census comprehensive report confirmed that we were on the right track.

  • The Slovak game development industry is growing, with increasing numbers of studios, profits, project quality, and employed professionals.
  • Self-funding is the primary source of funding for Slovak game companies (81%), followed by public funding (35%) and investors (22%).
  • 42% of Slovak game studios self-publish their games, while 42% use a publisher (11% foreign, 8% Slovak) and 16% are publisher holders.
  • Programmers (10%), Game Designers (10%), and Producers (13%) are among the least represented positions occupied by women, while Graphic Artists (29%) and Marketing/Sales (19%) are more common.
  • Two vocational art schools in Košice and Trenčín offer specialized programs in digital painting, animation, and digital application design, including game environment and character design.
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Slovak Game Developers AssociationJan 2019
Page 1
Report27 pages

Jahresbericht der deutschen Games-Branche 2019

01 Gamer in Deutschland 6 02 Markt für Computer- und 12 03 Games-Branche in Deutschland 22 .1 Beschäftigtenzahlen und Unternehmen .4 Die 10 Forderungen der Games-Branche 04 eSports 36 05 gamescom 40 06 Deutscher Computerspielpreis 42 07 Unterhaltungssoftware 44 08 Stiftung Digitale Spielekultur 46 09 Über den game – Verband 48 Herausgeber ...

  • The German games market grew by 14% to 3.5 billion Euros in 2018, driven by a 97% increase in revenue from online service fees (to 305 million Euros) and a 57% increase in in-game purchases (to 297 million Euros).
  • 34.3 million Germans play computer and video games, with 48% being female. The average age of gamers has risen to 36.4 years, with nearly 10 million players over 50 years old, representing 29% of all gamers.
  • The purchase of games as downloads or on physical media is no longer the largest market segment, declining by 10% to 1.1 billion Euros. Downloads accounted for 41% of sales and 28% of revenue in 2018, a slight decrease from 2017.
  • Germany's games industry faces a challenging financing situation, making game production up to 30% more expensive than in other countries like France, the UK, and Canada, which have stronger government support.
  • eSports is rapidly growing in popularity and economic potential in Germany, with major events like ESL One tournaments and the League of Legends Championship Series hosted there. Many German sports clubs and companies like Mercedes-Benz, Audi, and Vodafone are investing in eSports.
game – Verband der deutschen Games-Branche e. V.Jan 2019
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Report27 pages

Arbeiten in der Games-Branche: Kreativität trifft Technologie

14 und kreative Köpfe, 14 folgende Frage höre und lese ich immer wieder: „Wie werde ich Spiele-Entwickler/in und was muss ich dafür mitbringen?“ Das ist auf die Schnelle gar nicht so leicht zu beantworten. Das Arbeiten in der Games-Branche ist unglaublich vielfältig und genauso zahl- reich sind auch die Wege, die dahinführen.

  • The German games market is experiencing significant growth, with revenue increasing by 15% in 2017 compared to the previous year, and projections showing continued growth from 3689 million Euros in 2016 to an estimated 5295 million Euros in 2021.
  • Digital sales and microtransactions are booming in the German games market, driven by mobile games and the free-to-play model, while sales of physical media are stagnating or declining.
  • The average German gamer is 36.1 years old, with the largest player group being over 50, and women constitute 47% of players, indicating a broad and diverse audience for games.
  • Game development is a highly interdisciplinary and collaborative process, typically involving teams of dozens or even hundreds of specialists (e.g., programmers, graphic designers, game designers, sound designers) working together, rather than individual creators.
  • Key roles in game development include Game Designers (who conceive game ideas and systems), Programmers (who develop core systems), Graphic/Animation Artists (who create game worlds), Audio Designers (who create soundscapes), and Producers (who manage project completion, budget, and quality).
game.deJan 2019
Page 1
Report42 pages

Serbian Gaming Industry Report 2018

The inaugural Serbian Games Association report maps a rapidly expanding national gaming ecosystem that now comprises more than 60 members across indie development, esports, visual‑effects houses and internationally linked studios, employing over 1,500 skilled professionals. Funding is diversified, with roughly 40 % of capital sourced from angel investors, 30 % from crowdfunding and 20 % from venture capital, and the largest single infusion recorded at €650 k. Flagship entities such as 3Lateral (recently integrated into Epic Games), Nordeus with its 200 million‑user “Top Eleven” platform, and Ubisoft Belgrade’s 107‑person team working on major AAA titles illustrate the sector’s growing global relevance.

A vibrant indie segment is driven by small, highly creative teams—often one to three developers—producing titles ranging from cyber‑punk point‑and‑click adventures to hyper‑casual mobile games. Studios like Munzesky Games, Oraharo Entertainment, PWN.RS, Stargazer, Superverse Industries, Tummy Games and Zero Gravity showcase cross‑border collaborations and distinctive artistic approaches, while highlighting the need for stronger B2B networking, regular industry events and formalized game‑art education to sustain momentum.

Technical education underpins this growth, with approximately 30 000 university students enrolled in IT‑related programs and programming introduced at the primary‑school level. Government incentives, EU grants and private investment have bolstered studio formation, yet most companies still rely on organic installs and limited ad‑network usage for user acquisition. Community initiatives—including frequent association meet‑ups, two industry‑backed GameJams, the annual GameUp expo attracting over 2 500 participants, and the Nordeus Hub co‑working space offering a six‑month mentorship—are actively closing knowledge gaps and fostering collaboration.

Media outlets such as Svet kompjutera, JVC Gamer and the online PLAY! Zine maintain visibility for Serbian developers both domestically and abroad. Surveyed stakeholders anticipate a rise in paid user‑acquisition capabilities and an increase in successful Serbian titles, positioning the country to become a more prominent player in the regional and global gaming market.

  • The Serbian gaming industry comprises over 60 member entities and employs more than 1,500 professionals, anchored by major players like Nordeus, Ubisoft Belgrade, and 3Lateral.
  • Funding for the sector is diversified, with 40% sourced from angel investors, 30% from crowdfunding, and 20% from venture capital, with the largest single investment reaching €650,000.
  • A robust pipeline of technical talent is supported by approximately 30,000 university students in IT-related programs and the integration of programming into primary-school curricula.
  • The indie segment is characterized by small, highly creative teams of one to three developers, though these studios currently rely heavily on organic installs rather than paid user-acquisition strategies.
  • Industry growth is bolstered by community-led initiatives such as the GameUp expo, which attracts over 2,500 participants, and mentorship programs like the Nordeus Hub.
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SGAJan 2019

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